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C&C Remastered Map Editor
Initial commit of C&C Remastered Map Editor code
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// The Command & Conquer Map Editor and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// The Command & Conquer Map Editor and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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using MobiusEditor.Interface;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Runtime.CompilerServices;
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namespace MobiusEditor.Model
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{
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public class Building : ICellOverlapper, ICellOccupier, INotifyPropertyChanged, ICloneable
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{
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public event PropertyChangedEventHandler PropertyChanged;
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private BuildingType type;
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public BuildingType Type { get => type; set => SetField(ref type, value); }
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public Rectangle OverlapBounds => Type.OverlapBounds;
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public bool[,] OccupyMask => Type.OccupyMask;
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private HouseType house;
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public HouseType House { get => house; set => SetField(ref house, value); }
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private int strength;
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public int Strength { get => strength; set => SetField(ref strength, value); }
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private DirectionType direction;
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public DirectionType Direction { get => direction; set => SetField(ref direction, value); }
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private string trigger = Model.Trigger.None;
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public string Trigger { get => trigger; set => SetField(ref trigger, value); }
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private int basePriority = -1;
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public int BasePriority { get => basePriority; set => SetField(ref basePriority, value); }
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private bool isPrebuilt = true;
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public bool IsPrebuilt { get => isPrebuilt; set => SetField(ref isPrebuilt, value); }
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private bool sellable;
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public bool Sellable { get => sellable; set => SetField(ref sellable, value); }
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private bool rebuild;
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public bool Rebuild { get => rebuild; set => SetField(ref rebuild, value); }
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public ISet<int> BibCells { get; private set; } = new HashSet<int>();
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private Color tint = Color.White;
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public Color Tint
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{
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get => IsPrebuilt ? tint : Color.FromArgb((int)(tint.A * 0.75f), tint.R, tint.G, tint.B);
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set => tint = value;
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}
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public Building Clone()
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{
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return new Building()
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{
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Type = Type,
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House = House,
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Strength = Strength,
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Direction = Direction,
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Trigger = Trigger,
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BasePriority = BasePriority,
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IsPrebuilt = IsPrebuilt,
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Sellable = Sellable,
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Rebuild = Rebuild,
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Tint = Tint
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};
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}
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protected bool SetField<T>(ref T field, T value, [CallerMemberName] string propertyName = null)
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{
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if (EqualityComparer<T>.Default.Equals(field, value))
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{
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return false;
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}
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field = value;
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OnPropertyChanged(propertyName);
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return true;
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}
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protected void OnPropertyChanged(string propertyName) => PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
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object ICloneable.Clone()
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{
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return Clone();
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}
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}
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}
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